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The Game Worlds Of Jason Rohrer


The Game Worlds Of Jason Rohrer
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The Game Worlds Of Jason Rohrer


The Game Worlds Of Jason Rohrer
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Author : Michael Maizels
language : en
Publisher: National Geographic Books
Release Date : 2016-01-22

The Game Worlds Of Jason Rohrer written by Michael Maizels and has been published by National Geographic Books this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-01-22 with Art categories.


A generously illustrated volume that documents the career of Jason Rohrer, one of the most heralded art game designers working today. A maker of visually elegant and conceptually intricate games, Jason Rohrer is among the most widely heralded art game designers in the short but vibrant history of the field. His games range from the elegantly simple to others of almost Byzantine complexity. Passage (2007)—acquired by the Museum of Modern Art in New York—uses game rules and procedurals to create a contemporary memento mori that captures an entire lifetime in five minutes. In Chain World (2011), each subsequent player of the game's single copy modifies the rules of the universe. A Game for Someone (2013) is a board game sealed in a box and buried in the Mojave Desert, with a list of one million potential sites distributed to Rohrer's fan base. (Rohrer estimated that it would take two millennia of constant searching to find the game.) With Chain World and A Game for Someone, Rohrer became the first designer to win the prestigious Game Challenge Design award twice. This book, and the exhibition it accompanies, offers a comprehensive account of the artist's oeuvre. The book documents all seventeen of Rohrer's finished games, as well as sketches, ephemera, and related material, with color images throughout. It includes entries on individual games (with code in footnotes), artist interviews, artist writings, commentary by high scorers, and interpretive texts. Two introductory essays view Rohrer's work in the contexts of game studies and art history. Exhibition The Davis Museum at Wellesley College February–June 2016



Experimental Games


Experimental Games
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Author : Patrick Jagoda
language : en
Publisher: University of Chicago Press
Release Date : 2020-12-07

Experimental Games written by Patrick Jagoda and has been published by University of Chicago Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-12-07 with Social Science categories.


In our unprecedentedly networked world, games have come to occupy an important space in many of our everyday lives. Digital games alone engage an estimated 2.5 billion people worldwide as of 2020, and other forms of gaming, such as board games, role playing, escape rooms, and puzzles, command an ever-expanding audience. At the same time, “gamification”—the application of game mechanics to traditionally nongame spheres, such as personal health and fitness, shopping, habit tracking, and more—has imposed unprecedented levels of competition, repetition, and quantification on daily life. Drawing from his own experience as a game designer, Patrick Jagoda argues that games need not be synonymous with gamification. He studies experimental games that intervene in the neoliberal project from the inside out, examining a broad variety of mainstream and independent games, including StarCraft, Candy Crush Saga, Stardew Valley, Dys4ia, Braid, and Undertale. Beyond a diagnosis of gamification, Jagoda imagines ways that games can be experimental—not only in the sense of problem solving, but also the more nuanced notion of problem making that embraces the complexities of our digital present. The result is a game-changing book on the sociopolitical potential of this form of mass entertainment.



Bit By Bit


Bit By Bit
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Author : Andrew Ervin
language : en
Publisher: Basic Books
Release Date : 2017-05-02

Bit By Bit written by Andrew Ervin and has been published by Basic Books this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-05-02 with Games & Activities categories.


An acclaimed novelist and critic argues that video games are the most vital art form of our time Video games have seemingly taken over our lives. Whereas gamers once constituted a small and largely male subculture, today 67 percent of American households play video games. The average gamer is now thirty-four years old and spends eight hours each week playing-and there is a 40 percent chance this person is a woman. In Bit by Bit, Andrew Ervin sets out to understand the explosive popularity of video games. He travels to government laboratories, junk shops, and arcades. He interviews scientists and game designers, both old and young. In charting the material and technological history of video games, from the 1950s to the present, he suggests that their appeal starts and ends with the sense of creativity they instill in gamers. As Ervin argues, games can be art because they are beautiful, moving, and even political.



Adaptations In The Franchise Era


Adaptations In The Franchise Era
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Author : Kyle Meikle
language : en
Publisher: Bloomsbury Publishing USA
Release Date : 2019-01-24

Adaptations In The Franchise Era written by Kyle Meikle and has been published by Bloomsbury Publishing USA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-01-24 with Performing Arts categories.


Adaptations in the Franchise Era re-evaluates adaptation's place in a popular culture marked by the movement of content and audiences across more media borders than ever before. While adaptation has historically been understood as the transfer of stories from one medium to another-more often than not, from novel to film-the growing interconnectedness of media and media industries in the early twenty-first century raises new questions about the form and function of adaptation as both a product and a process. Where does adaptation fit within massive franchises that span pages, stages, screens, and theme parks? Rising scholar Kyle Meikle illuminates adaptation's enduring and essential role in the rise of franchises in the 2000s and 2010s. During that decade-and-a-half, adaptations set the foundation for multiplexed, multiplied film series, piloted streaming television's forays into original programming, found their way into audiences' hands in apps and video games, and went live in theatrical experiences on Broadway and beyond. The proliferation of adaptations was matched only by a proliferation of adaptation, as fans remixed and remade their favourite franchises online and off-. This volume considers how producers and consumers defined adaptations-and how adaptations defined themselves-through the endless intertextual play of the franchise era.



Rethinking Thought


Rethinking Thought
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Author : Laura Otis
language : en
Publisher: Oxford University Press
Release Date : 2015

Rethinking Thought written by Laura Otis and has been published by Oxford University Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015 with Psychology categories.


"In 'Rethinking Thought, ' Laura Otis gives readers a multi-dimensional tour through the minds of thirty creative thinkers to illustrate how the experience of productive thought can vary across the spectrum. Focusing on individual experiences with planning, problem-solving, reflecting, remembering and forging new ideas, Otis approaches the question of what thinking is by analyzing variations in the way thinking feels. Drawing from her own experience as a neurocscientist-turned literary scholar, Otis aptly juxtaposes creative thinkers' insights with recent neuroscientific discoveries centering on visual mental imagery, verbal language, and thought. By offering distinct psychological portraits of famous figures like controversial novelist Salman Rushdie and engineer Temple Grandin, Otis treats scientists and artists with equal respect, and creates a fascinating dialogue in which neuroscientific findings and introspection engage with each other as equal partners. 'Rethinking Thought' encourages readers to resist the temptation of classifying people as 'visual' or 'verbal, ' and to instead consider how thinkers combine both skill-sets and how their abilities can be further developed as a result. By showing how greatly individual experiences of thought can vary, this book aims to help readers in all proessions better understand the diverse pool of people with whom they work and interact with"--Page 4 of cover.



Through The Black Mirror


Through The Black Mirror
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Author : Terence McSweeney
language : en
Publisher: Springer
Release Date : 2019-07-26

Through The Black Mirror written by Terence McSweeney and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-07-26 with Social Science categories.


This edited collection charts the first four seasons of Black Mirror and beyond, providing a rich social, historical and political context for the show. Across the diverse tapestry of its episodes, Black Mirror has both dramatized and deconstructed the shifting cultural and technological coordinates of the era like no other. With each of the nineteen chapters focussing on a single episode of the series, this book provides an in-depth analysis into how the show interrogates our contemporary desires and anxieties, while simultaneously encouraging audiences to contemplate the moral issues raised by each episode. What if we could record and replay our most intimate memories? How far should we go to protect our children? Would we choose to live forever? What does it mean to be human? These are just some of the questions posed by Black Mirror, and in turn, by this volume. Written by some of the foremost scholars in the field of contemporary film and television studies, Through the Black Mirror explores how Black Mirror has become a cultural barometer of the new millennial decades and questions what its embedded anxieties might tell us.



Alternate Reality Games And The Cusp Of Digital Gameplay


Alternate Reality Games And The Cusp Of Digital Gameplay
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Author : Antero Garcia
language : en
Publisher: Bloomsbury Publishing USA
Release Date : 2017-04-20

Alternate Reality Games And The Cusp Of Digital Gameplay written by Antero Garcia and has been published by Bloomsbury Publishing USA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-04-20 with Games & Activities categories.


Alternate Reality Games (ARGs) challenge what players understand as “real.” Alternate Reality Games and the Cusp of Digital Gameplay is the first collection to explore and define the possibilities of ARGs. Though prominent examples have existed for more than two decades, only recently have ARGs come to the prominence as a unique and highly visible digital game genre. Adopting many of the same strategies as online video games, ARGs blur the distinction between real and fictional. With ARGs continuing to be an important and blurred space between digital and physical gameplay, this volume offers clear analysis of game design, implementation, and ramifications for game studies. Divided into three distinct sections, the contributions include first hand accounts by leading ARG creators, scholarly analysis of the meaning behind ARGs, and explorations of how ARGs are extending digital tools for analysis. By balancing the voices of designers, players, and researchers, this collection highlights how the Alternate Reality Game genre is transforming the ways we play and interact today.



How Pac Man Eats


How Pac Man Eats
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Author : Noah Wardrip-Fruin
language : en
Publisher: MIT Press
Release Date : 2020-12-15

How Pac Man Eats written by Noah Wardrip-Fruin and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-12-15 with Games & Activities categories.


How the tools and concepts for making games are connected to what games can and do mean; with examples ranging from Papers, Please to Dys4ia. In How Pac-Man Eats, Noah Wardrip-Fruin considers two questions: What are the fundamental ways that games work? And how can games be about something? Wardrip-Fruin argues that the two issues are related. Bridging formalist and culturally engaged approaches, he shows how the tools and concepts for making games are connected to what games can and do mean. Wardrip-Fruin proposes that games work at a fundamental level on which their mechanics depend: operational logics. Games are about things because they use play to address topics; they do this through playable models (of which operational logics are the primary building blocks): larger structures used to represent what happens in a game world that relate meaningfully to a theme. Game creators can expand the expressiveness of games, Wardrip-Fruin explains, by expanding an operational logic. Pac-Man can eat, for example, because a game designer expanded the meaning of collision from hitting things to consuming them. Wardrip-Fruin describes strategies game creators use to expand what can be said through games, with examples drawn from indie games, art games, and research games that address themes ranging from border policy to gender transition. These include Papers, Please, which illustrates expansive uses of pattern matching; Prom Week, for which the game's developers created a model of social volition to enable richer relationships between characters; and Dys4ia, which demonstrates a design approach that supports game metaphors of high complexity.



The Works Of Fumito Ueda


The Works Of Fumito Ueda
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Author : Damien Mecheri
language : en
Publisher: Third Editions
Release Date : 2019-05-21

The Works Of Fumito Ueda written by Damien Mecheri and has been published by Third Editions this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-05-21 with Games & Activities categories.


Go behind the scenes of the creation of the Fumito Ueda trilogy ! Fumito Ueda has worked on 3 games: ICO, Shadow of the Colossus and The Last Guardian. Each of them was able to express the depth of their author's reflection, his love of purity and showed a real poetry. Are video games art ? This study of the Futimo Ueda's work focuses on the question of the artistic essence of video games. EXTRACT When the game ICO was released in 2001, it had several decades’ worth of video games behind it. The game itself was significantly influenced by video games that had touched its creator, Fumito Ueda: Another World by Éric Chahi and Prince of Persia by Jordan Mechner. Yet, when a player takes the ethereal Yorda’s hand, when they feel this physical contact through the vibrations in the controller, something happens. Something new and profound. Something that can only exist through a video game. A simple idea, attached to the R1 button, and digital interaction opens a new door. Of course, this insignificant-seeming gesture is but a small representation of what can really happen. Its strength lies elsewhere; it draws from everything that makes up ICO: its art direction (everything in chiaroscuro), its vanishing lines, its simple and clear game mechanics, its lack of visual interface, its quest for physical realism, its minimalist narration, its extraordinary sensibilities. It is an opening to an evocative otherworld that lets our imagination soar. Contemplative, slow and nearly speechless, ICO offers an uncommon, poetic adventure, rejecting traditional video game standards while still drawing from them. Many remained indifferent to it. Just as many were touched as rarely before. ABOUT THE AUTHOR Passionate about films and video games, Damien Mecheri joined the writing team of Gameplay RPG magazine in 2004 and wrote several articles for the second special edition on the Final Fantasy saga. With this same team, Damien continued his work in 2006 for another publication known as Background, before continuing the adventure online in 2008, with Gameweb.fr. Since 2011, he has written and co-written numerous works for Third Éditions, including The Legend of Final Fantasy X, Dark Souls: Beyond the Grave and Welcome to Silent Hill: Journey to the Center of Hell and actively participates in the “Level Up” and “Video Game Almanac” collections from the same publisher.



Playful Materialities


Playful Materialities
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Author : Benjamin Beil
language : en
Publisher: transcript Verlag
Release Date : 2022-09-30

Playful Materialities written by Benjamin Beil and has been published by transcript Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-09-30 with Social Science categories.


Game culture and material culture have always been closely linked. Analog forms of rule-based play (ludus) would hardly be conceivable without dice, cards, and game boards. In the act of free play (paidia), children as well as adults transform simple objects into multifaceted toys in an almost magical way. Even digital play is suffused with material culture: Games are not only mediated by technical interfaces, which we access via hardware and tangible peripherals. They are also subject to material hybridization, paratextual framing, and processes of de-, and re-materialization.